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Have a Nice Death | Disponibile

Floxy

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Non mi è chiara una cosa, i bonus paramenti sono quelli che si sbloccano salendo di livello ?
 

warioss

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Peccato veramente per il level design che è praticamente non pervenuto xD Fare i livelli in se è davvero poco stimolante, discorso totalmente diverso per il combat system e i boss, veramente belli
 

R@ziel

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Cmq sarò io che non ho ancora ben capito come muovermi, ma lo sto trovando un po' sbilanciato, i boss fanno veramente troppo danno, roba che con due tre colpi sei fuorigioco, gli oggetti per la salute ne ripristinano poca, spero che continuando a giocare si sblocchino più cose, in confronto Dead cells mi sembra una passeggiata di salute :asd: p.s. altro problema che ogni tanto mi capita ma sarà una cosa dovuta all'età, ma ogni tanto mi perdo l'avatar in mezzo ai nemici visto la palette di colori simile e subisco danno :rickds:
 

Floxy

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Peccato veramente per il level design che è praticamente non pervenuto xD Fare i livelli in se è davvero poco stimolante, discorso totalmente diverso per il combat system e i boss, veramente belli
Vero :sadfrog:
 

Floxy

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Finalmente sono riuscito a completare una run, i boss sono tremendi. :asd: Comunque a quanto pare è presente anche un true ending quindi probabilmente vs finito più volte. :hmm:
 

R@ziel

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Finalmente sono riuscito a completare una run, i boss sono tremendi. :asd: Comunque a quanto pare è presente anche un true ending quindi probabilmente vs finito più volte. :hmm:
Beato te, avevo finalmente una buona build, ma quando sono arrivato
al generale bombarolo
, sono morto quasi all'istante.
 

Floxy

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Beato te, avevo finalmente una buona build, ma quando sono arrivato
al generale bombarolo
, sono morto quasi all'istante.
C'è un bug che ti permette di fare pratica, appena ti uccide spegni e riavvia il gioco, una volta riacceso ripartirai sempre dalla boss fight. In questo modo puoi fare pratica e imparare il suo moveset, così nelle run successive sei preparato. :asd:
 
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R@ziel

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C'è un bug che ti permette di fare pratica, appena ti uccide spegni e riavvia il gioco, una volta riacceso ripartirai sempre dalla boss fight. In questo modo puoi fare pratica e imparare il suo moveset, così nelle run successive sei preparato. :asd:
Ti ringrazio per la dritta, anche perché quel boss rispetto agli altri ha molta più vita e spamma mosse a ripetizione.
 

Floxy

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10 secondi di caricamento ad ogni piano soni parecchio fastidiosi, spezzano un sacco il ritmo di gioco. Non so se altrove la situazione sia migliore ma su Switch dopo un po' diventa frustrante. :bah:
 

warioss

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10 secondi di caricamento ad ogni piano soni parecchio fastidiosi, spezzano un sacco il ritmo di gioco. Non so se altrove la situazione sia migliore ma su Switch dopo un po' diventa frustrante. :bah:

non c'è altrove ahah Switch e PC e basta, e su pc ovviamente va bene xD
 

Floxy

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non c'è altrove ahah Switch e PC e basta, e su pc ovviamente va bene xD
Ah si ? Pensavo fosse anche su PS e Xbox. :asd: Comunque uno schifo, è parecchio snervante, ed è pure uscito un update che riduce i tempi di caricamento.
 

Rastrellin

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GENERAL
  • Fixed arenas where players can be stuck in the last worlds.
  • Many RAM improvements, fixing crashes due to RAM issues.
  • Many FXs fixes, fixing crashes due to GPU issues.
  • Many FXs optimization, resulting in better overall performances (better framerate).
QUALITY of DEATH IMPROVEMENTS
  • New entries in workerguide:
    • The effects (get a curse to unlock).
    • The Thing in the Fridge (use the fridge in breakroom to unlock).
    • Changed some entries in workerguide Tutorial for better understanding.
  • Most of the curses have a better and understandable description.
  • Added icons to keywords.
  • Added correct icons to effects.
  • Tooltip on curses: when you choose a curse, a tooltip will display the value of your current statistics and the one you will have by taking the curse.
  • Changed Patrice/PumpQuinn dialog about Prismium.
  • Changed Patrice/PumpQuinn dialog (shorter) about GPE difficulty in lobby.
  • Changed GPE difficulty workerguide unlocking condition: Talk to Patrice about that in lobby OR open the GPE menu.
  • Changed food item lore description in Italic.
  • The conditions to unlock worker guide entries (description 2 and 3) are now explained.
  • Added better feedbacks when selecting a contract with Jocelyn.
  • Now weapons in the training room could be sorted by rarity.
BALANCING
GENERAL

  • Add a new modifier to the difficulty system to rebalance the change to Injuries done by enemies. At Crisis 4, enemy should now deal the same amount of injuries they did at launch.
  • Now crisis give points when dying (Default = 15 points, Crisis X = 500) to encourage people playing in Crisis modes.
  • Change Natural Disaster Department order to pair with the War Department:
    • Unlocked once the player will beat Major Pliskhan.
    • Rebalance the economy of the game since there is now one less full world.
  • Rebalanced Injury/Permanent damages ratio did by regular enemies.
    • From 50 % to 20 % (10 damages = 5 injuries that could be healed => 8 injuries that can be healed).
  • Rebalance enemies’ drops to make them more occurring when player kills more enemies.
  • Easy mode:
    • Increased the Heal after boss to 75 % of max HP.
    • Added new modifier -25 % HP to Boss & Miniboss.
    • Rebalanced the damage of Enemy.
  • Permanent Upgrades:
    • Increased the chances to find upgraded weapon.
  • Espresso Koffee pure healing from 25 -> 30
  • Short koffee injury healing from 10 -> 15
  • Distribig® 462:
    • Change base Soulary reward from 15 to 15/25.
    • Change big soulary reward from 25/40 to 35/60.
    • Swap Espresso Koffee instead of Short koffee (WAY BETTER!).
  • Anima Fountain:
    • Decreased price per increase from 20 to 15.
  • Floor rewards:
    • Changed possible reward in Anima Deposit (more animas!).
    • Changed possible reward in Curse-Reroll Department (player can now find Anti-Malus).
    • Changed possible reward in Intriguing Floor.
  • Thanagers reward:
    • Player can now will get either one golden anima or 2 blue anima.
  • HP upgrade:
    • Now, player heals by the same HP amount that it increases instead of staying on the same ratio – (1 / 65 HP => 1 / 85 HP and now 1 / 65 HP => 21 /85 HP).
  • Shop:
    • Added the Acetaminopain to possible item to buy.
  • Added new feedback to enemy that can counter.
ENEMIES
  • Hara-Kola
    • Reduce the projectile spawning on death by 1.
    • Changed the movement of the basic attack. Now, it moves less during the first hit.
  • Imposter
    • Hp from 300 to 225.
  • Smoker
    • Hp from 225 to 172.
  • Stormy
    • HP from 120 to 100.
  • Rockster
    • Hp from 175 to 120.
  • Magmaboy–X8
    • Hp from 1200 to 800.
  • Flambush
    • Hp from 600 to 300.
  • Sparky
    • Hp from 120 to 70.
  • Drowned
    • Hp from 250 to 145.
  • Tempestilent
    • Hp from 250 to 175.
  • Tempus
    • Hp from 1500 to 1000.
  • Pendulus
    • Hp from 450 to 250.
  • Kookoo
    • Hp from 150 to 125.
    • Change the curve of the projectile.
  • Destinatus
    • Hp from 425 to 380.
    • Change feedback when attacking.
  • Dustin
    • Hp from 275 to 210.
THANAGERS
  • Omega Pump Quinn
    • Fix pumpkin bomb that could be attacked before being formed.
  • Will Hung
    • Reduce damage of attacks.
    • Added some feedbacks that were missing.
  • X4–H
    • Reduce damage of attacks.
  • Richard John Barron
    • Added some feedbacks to attacks.
    • Reduce damage to 15.
  • Camille Flage
    • Added some feedbacks to attacks.
  • Horace Sinistrocirrus
    • Hp from 7500 to 5500.
  • The “Bridgets”
    • Hp from 13500 to 9000.
THANAGERS/SORROWS
  • Will Hung
    • Add Feedback to strongest attack.
  • Brad
    • Reduce damage to deal either 10 or 15 damage.
  • Barnaby Proudfoot
    • Reduce damage to deal either 10 or 15 damage.
  • Waldo
    • Fix a collider during several attacks that hit further than intended.
  • Heisenberg
    • Changed Spinning Kick Movement Curve.
    • Added visual feedback when launching attack.
  • Mr. Hector Krank
    • Reduce damage of some attacks from 30 to 25.
  • Ms. Catherine Imamura
    • Hp from 11000 to 9000.
    • Reduce damage ( on par with the Major).
    • Fix a collider during an attack that hit further than intended.
    • Change color of attack feedback to make it more easily distinguishable.
  • Time
    • HP from 20000 to 15000.
    • Reduce damage to deal 30 in Phase 1.
    • Reduce damage to deal 35 in Phase 2.
  • Life
    • HP from 20000 to 17500.
    • Reduce damage by 5.
    • Cape and spell not removed against life phase 3 now.
    • In phase 3, the boss starts with more HP 2000>2500.
    • Starting Crisis XIII, the boss deletes Curses and Weapons.
WEAPONS
  • Parasol 1.0
    • Changed cancellation of ground combo attacks. Should be way more responsive.
  • Void Rift
    • Changed the delay of the spell, making it hit earlier.
  • Poisoned Gift
    • Buff default duration from 7 to 8s.
  • Rebalance the charge attacks
    • Increase the duration of the invincibility.
  • Billhooks
    • Reduce the Upward attack timing.
  • Shake Spear
    • Change rarity to uncommon.
    • Buff modifier Ground damage from +15% to +25 % and +30% to +50%.
  • Jabelin
    • Change modifier when upgrading it.
    • Now raise damage of All common weapons.
  • Daggust
    • Buff frenzy damage 5 to 30.
  • Murray of Crows
    • Reduce duration of the attack.
  • Beasteel
    • Reduce CD from 5 s to 3.5s.
    • Buff damage from 75 to 100.
    • Added some air control to the jump.
  • Boulderain
    • Change the contract to unlock it to make it a bit harder to unlock (making Proudfoot appear a bit later).
  • Frostbreeze
    • Buff damage from 15 to 20.
CURSES
  • Added many new icon to curses Status on player.
  • Added new curses to upgrade the effects:“Transfer”, “Counterparty”, Life Insurance”, “Inflation”.
  • Moved the curses “(Very) Irritable Boss Syndrome”, “(Really) Irritable Boss Syndrome”, “(Very, very) Irritable Boss Syndrome”, “Imposing Scythe”, “Noble Scythe” to Blue Tree.
  • Moved the curses: “Polish”, “Sharpen”, “Hone” to green tree.
  • Buffed several Periodic Curses to make them trigger faster.
BUG FIXED
  • When the “Stuck” status is applied on a flying enemy, this one can deal damage to the player without attacking.
  • The spell “Focus” frenzy’s buff is disabled after taking a hit and creates more issues.
  • Status stacks multiple time when hit many times at once.
  • Miscellaneous options are not saved in the splashscreen, except the language.
  • Curse selection does not get rerolled when getting 2 curses in a single floor.
  • Missing SFX of the A button during the transition between the Game over screen and the Permanent upgrade menu.
  • SFX is cut when press QUIT button from SplashScreen menu.
  • Revelation Bow’s level 1 upgrade gives the bonus of the level 2 upgrade.
  • The temporary effect of the red curse “(Very) Irritable Boss Syndrome” is permanently applied directly after getting it.
  • Upgraded weapon bought at the shop won’t be upgraded if the player already has two slots occupied.
  • Denzel “King” Dengue title seems to have a bigger font size than the other entries.
  • Spectral Coverage pickable buff can be taken off during dialog.
  • Some UI pop-ups that indicate that new available weapon/contract are stretched.
  • The player can be stuck in the Intriguing Floor of Natural Disasters department.
  • Multiple issues with art and UI present in the Credits.
  • The icon of the first level up reward is always cut off the top.
  • The number of ingots will still be displayed on the screen when the player leaves the lobby after reroll when the ingots are still subtracted.
  • Waldo’s laser attack does not affect the contract “defeat the second Sorrow without getting hit”.
  • The SFX of the mana upgrade effect is played each time you hit an enemy with the curse Death-Priest.
  • When the player speeds up the dialogue, the General’s first attack makes him float.
  • Missing items in the Shop.
  • “Dig Your Own Grave” curse doesn’t work properly.
  • In the save selection menu, “Game Time” indicator does not increment.
  • With the red curse “No Brakes” activated: if the player gets hit while attacking with a weapon, the hit animation is played and the one for the attack is canceled BUT the player still finishes his movement.
  • In some Intriguing floors, teleportation doesn’t work if damage taken during corner triggers.
  • If the player gets a second weapon with the same status than the one equipped, the second weapon will not trigger the status.
  • Every time the player starts the game, the loading time of reaching the first breakroom is much longer than normal.
  • An asset of a car in the Natural Disasters Department is clipping when the camera zooms in or zooms out. The issue is notable during the arenas.
  • The Control room transformation cannot be used.
  • The run timer does not take into account the last chunk where the player died (also happens if he wins the run).
  • A malus curse may appear bugged if the player has already too many of them.
  • The spell Wishtorm’sound doesn’t have good timing.
  • Rarely, a curse tree can be too long for the menu, because of the possibility to get multiple high rank curses.
  • The “bubble” dialogs allow the player to move around. If the player leaves the dialog area without completing it, the sound that is turned down at the beginning of the dialog is not turned up.
  • If the players use the fast-forward during the ending cinematic of Major Pliskhan, two issues appear: During the explosion screen, a white fadeout appears, then the same picture re-appears. The player can control Death during the cinematic.
  • No SFX when the player is healed in the Breakroom by the Easy mode modifier.
  • There is no SFX on the slam attack of Brad in difficulty mode Crisis XIII.
  • Death slips after a victory in an arena (overlapping animation problem).
  • In the Control room, when the player transforms the scythe “Sickles’ ‘ to “War Sickles’ ‘,it will use many Prismium if the player has more than one.
  • Some entries in the codex are missing when loading a save from an older version of the game.
  • The mini moskitos do not die when hitting the player if he gets damage at the same time, leading to the enemies staying stuck on the player.
  • The dive’s animation of crows is played too soon regarding the attack’s behavior.
  • When the player chooses a contract to Jocelyn then cancels it, the contracts are rerolled.
  • The timer doesn’t stop when the player is choosing a level in the elevator.
  • Sickles damage buff on dash is only calculated once even on multiple stacks.
  • Some projectiles from Infuse status don’t appear.
  • Jabelin weapon breaks the player’s controls when used to leave the training room.
  • Using the space bar doesn’t fast forward the credits.
  • When the player is far enough from Camille Flage (Thanager) to let her walk for a long time, she may “slide” (the animation is frozen) to the player until being in attack’s range.
  • The Player is able to pass through some doors in the Natural Disasters Department.
  • Spells that track enemies sometimes lose their focus.
  • “Morthral Enemy” curse targeting issue during Mr. Gordon Grimes fight.
  • Enemy projectiles won’t destroy and get stuck against colliders.
  • Can’t rebind the left and down inputs in the options.
  • Some quests that weren’t trigger are now accessible: The Rumor.
  • First dialog of the quest about Pumpquinn’s school bag coming back after finishing the quest.
  • Some duo random dialogs have some missing speaker or wrong NPC spawned.
  • Some issues with the fridge UI in Breakroom.
  • Health upgrades and weapons appear against Imamura if taking the boss elevator.
  • Secret rooms map icons showing even when the room is not open.
  • The same pickable lore item could be found in the same floor.
  • Some images from the worker guide were too pixelized or blurred.
  • Easier to reach the max number of the soul counter (acceleration of display speed).
 

R@ziel

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Interessante, riuscii a finire una run dopo mille smadonnenti ma poi lo mollai, non so, ho avuto la sensazione che rispetto ad altri roguelite sia quasi nullo il senso di progresso, poi il level design è praticamente nullo, però a livello artistico è tanta roba, ci rigiochero' di nuovo.
 

Nale

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L'impressione é che lo abbiano reso un po' più appagante, il che non mi dispiacerebbe dato che avevo sentito diverse lamentele su un senso di progressione che a un certo punto é sostanzialmente bloccato...ho capito il rogue-lite, la morte e tutto quanto, ma fare un passo ai limiti dell'insignificante dopo ogni partita sarebbe abbastanza snervante.
 

GiudiceHolden

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Preso approfittando dei saldi.
Dopo 12 ore ed un paio di run completate direi di poter tirare le prime somme.


Roguelike carino nello stile,humour e per le boss fight (che comunque sono pochine in generale ) ma nulla più.

Level design non pervenuto,tra l'altro pochi i "biomi" disponibili.

Scontri contro i mob abbastanza piatti e monotoni.

Poca varietà di build: le armi principali hanno qualche differenza in termini di dps/velocità ma non variano mai l'approccio al combat system,buone per varietà e stile le secondarie (magie/cappe), poco incisivi i rami abilità dove si può sostanzialmente potenziare danno,vitalità,magie o cappa per favorire uno dei 3 attacchi ma niente che stravolga o cambi mai effettivamente la run.

Senso di progressione molto molto blando.

Per me un roguelike da sufficienza,molto fumo ma poca sostanza e soprattutto con il fiato corto già dopo una decina di ore,non un gran biglietto da visita considerando il genere.

Nota a margine : segnalo un ottimizzazione su Switch PARECCHIO approssimativa, il frame rate ogni tanto balla ad inizio caricamento livello e soprattutto 4-5 crash in alcune fasi più concitate non sono pochi.
 
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